New Eden Corporation 98034252

Given that armor doesn't have an "extra large" repairer, and shield users not only have them but have ways to fit them on medium size ships, this creates a gap in performance of local tank. A single extra large ancillary shield booster out reps a triple rep myrmidon. The fact that players have to put 3x repairers on a ship bonused for repairing should tell you something, there needs to be a 4th tier of armor repairer that isn't capital size, and the grid requirements of the current large armor repairer needs reduced. If both shield and armor repairing ability is increaed at the exact same amount, this doesnt fix the current gap. It maintains the gap exactly.

Stimulus

Rote Kapelle

Given that armor doesn't have an "extra large" repairer, and shield users not only have them but have ways to fit them on medium size ships, this creates a gap in performance of local tank. A single extra large ancillary shield booster out reps a triple rep myrmidon. The fact that players have to put 3x repairers on a ship bonused for repairing should tell you something, there needs to be a 4th tier of armor repairer that isn't capital size, and the grid requirements of the current large armor repairer needs reduced. If both shield and armor repairing ability is increaed at the exact same amount, this doesnt fix the current gap. It maintains the gap exactly.

Well, you're correct that shield > armor tanking active, but this is due to the XLASBs being fittable on Medium ships as well as the free cap use, combined with the fact that AARs can only be fit in a single slot. Also, don't forget that in addition to the XLASB, shields also have an option for a shield boost amplifier that makes the booster that much more effective.

I wish, given the fact that in order to repair armor more, you just need to add armor repairers, there'd be another option, especially since AARs are limited. I'd love to see something like a "refrigeration unit" (lowslot module) that would allow a much longer time on overheating on armor repairers. It wouldn't compete in the rig slots with nano pumps or nanobot accelerators and it'd allow a cap-free way of getting more armor repaired, albeit under heat.

Enter grid and you're already dead, destined to be reborn and fight another day.

Void Spiders

Fate Weavers

Fozzie, While you are tweaking local reps and the ancillary modules, could you also consider changing reload times based on size of the module.? Currently all require 60s no matter what size of module and 60s is a lifetime for a frigate battle. If going by time to empty the module for AAR's it would be 24s reload time for a small AAR and 48s for a medium AAR to have the same proportion of reload time over runtime with paste.

Given that armor doesn't have an "extra large" repairer, and shield users not only have them but have ways to fit them on medium size ships, this creates a gap in performance of local tank. A single extra large ancillary shield booster out reps a triple rep myrmidon. The fact that players have to put 3x repairers on a ship bonused for repairing should tell you something, there needs to be a 4th tier of armor repairer that isn't capital size, and the grid requirements of the current large armor repairer needs reduced. If both shield and armor repairing ability is increaed at the exact same amount, this doesnt fix the current gap. It maintains the gap exactly.

Well, you're correct that shield > armor tanking active, but this is due to the XLASBs being fittable on Medium ships as well as the free cap use, combined with the fact that AARs can only be fit in a single slot. Also, don't forget that in addition to the XLASB, shields also have an option for a shield boost amplifier that makes the booster that much more effective.

I wish, given the fact that in order to repair armor more, you just need to add armor repairers, there'd be another option, especially since AARs are limited. I'd love to see something like a "refrigeration unit" (lowslot module) that would allow a much longer time on overheating on armor repairers. It wouldn't compete in the rig slots with nano pumps or nanobot accelerators and it'd allow a cap-free way of getting more armor repaired, albeit under heat.

Ships are generally strapped for lowslots as it is.

It would have to be a medium, even then dunno if people would sacrifice a slot just for that.

Internet Tuff Guys

So instead of actually addressing the imbalance in progression of power for deadspace/officer shield boosters on a more detailed levels you've just decided to not add a blanket buff you're giving to the other shield boosters?

While I agree with the motive, the actions just seem so half assed...

I'm not trying to be rude here, it's just that there have been multiple threads over the years in which the specific imbalances of deadspace/officer shield booster have already been outlined perfectly for you and your balance minions. I find it highly unlikely you will be addressing the nonsensicalness of these values once your proposed changes hit the server, this I find worrisome.

Genos Occidere

HYDRA RELOADED

Given that armor doesn't have an "extra large" repairer, and shield users not only have them but have ways to fit them on medium size ships, this creates a gap in performance of local tank. A single extra large ancillary shield booster out reps a triple rep myrmidon. The fact that players have to put 3x repairers on a ship bonused for repairing should tell you something, there needs to be a 4th tier of armor repairer that isn't capital size, and the grid requirements of the current large armor repairer needs reduced. If both shield and armor repairing ability is increaed at the exact same amount, this doesnt fix the current gap. It maintains the gap exactly.

Garviel Tarrant wrote:

I think the links are still a bit too strong.

Its really hard to balance something like this when there is a ship out there giving such massive bonuses (yes 25% is still a pretty ******* massive bonus)

Basically if you make reps good enough to work without links they are godlike with links. If you make them good with links they suck without. This is a balance nightmare.

Andvaranaut Conglomerate

I think this is a positive change for all areas of the game. It should help newer players in PVE if they choose that path to make money, and buffing local reps would definitely have interesting elements to pvp as well. Nice to see that perhaps buffer and logistics won't be the only way to go. I also appreciate the boost to armor reps, it always seemed weird that armor tanks were so far behind shield tanks.

I'm looking forward to having more flexible ship and fitting choices after this, keep up the good work.